i dont know whats happening pls send help [fixed]

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MrManofaMister

L1: Registered
Jul 15, 2019
4
1
what.png
Yesterday I was just building my map in hammer like all the other times before, this time dabbling with the displacement tool a little, and now I've encountered some weird bug/ glitch thats preventing me from testing and playing the map in-game.

Basically whenever I compile the map it loads a previous version of the map that I saved a couple of days ago even though I've overridden the save at least 50 times now.
20190801075020_1.jpg


I've done everything that I could think of: I've restarted Hammer, I've restarted my computer, and I saved under a different name but that only loaded a different map for some reason.

I'm completely stumped.
 

MrManofaMister

L1: Registered
Jul 15, 2019
4
1
Heres the log:

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 155, brush 0)


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -fast "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1"

Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.prt


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1"

Valve Software - vrad.exe SSE (Jul 18 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.20 seconds)
1678 faces
517390 square feet [74504192.00 square inches]
2 Displacements
3936 Square Feet [566923.69 Square Inches]
sun extent from map=0.000000
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0061 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 206/8192 2472/98304 ( 2.5%)
brushsides 1367/65536 10936/524288 ( 2.1%)
planes 972/65536 19440/1310720 ( 1.5%)
vertexes 2416/65536 28992/786432 ( 3.7%)
nodes 1163/65536 37216/2097152 ( 1.8%)
texinfos 281/12288 20232/884736 ( 2.3%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 9920/0 9920/0 ( 0.0%)
faces 1678/65536 93968/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 779/65536 43624/3670016 ( 1.2%)
leaves 1175/65536 37600/2097152 ( 1.8%)
leaffaces 1957/65536 3914/131072 ( 3.0%)
leafbrushes 567/65536 1134/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11045/512000 44180/2048000 ( 2.2%)
edges 6042/256000 24168/1024000 ( 2.4%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 132/32768 1320/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1929/65536 3858/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 1150192/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 14062/393216 ( 3.6%)
LDR ambient table 1175/65536 4700/262144 ( 1.8%)
HDR ambient table 1175/65536 4700/262144 ( 1.8%)
LDR leaf ambient 7708/65536 215824/1835008 (11.8%)
HDR leaf ambient 1175/65536 32900/1835008 ( 1.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/11250 ( 0.0%)
pakfile [variable] 1271/0 ( 0.0%)
physics [variable] 79746/4194304 ( 1.9%)
physics terrain [variable] 528/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 4521
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_workstrained_a1.bsp"
 
May 25, 2015
390
307
Error: displacement found on a(n) func_detail entity - not supported (entity 155, brush 0)
You have a displacement brush tied to a func_detail entity. Displacements cannot be entities. Also, displacements do not block visibility, nor seal your map, so they do not need to be func_detail. Find this brush and turn it back into a world brush and the problem should be fixed.
 

MrManofaMister

L1: Registered
Jul 15, 2019
4
1
You have a displacement brush tied to a func_detail entity. Displacements cannot be entities. Also, displacements do not block visibility, nor seal your map, so they do not need to be func_detail. Find this brush and turn it back into a world brush and the problem should be fixed.

Looks like that was the problem, the map is working now. Thanks again Orange!